Bloodlines of Prima is a survival MMORPG set around maintaining a cosmic prison with elemental abilities. Player hosted and Official servers allow for many different types of PvP and PvE play with up to 200 players. Starting as a mere pleb, players help maintain the prison, gather amazing tools, and forge their own destiny.

Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We are releasing Bloodlines of Prima in Early Access so we can benefit from community feedback. As lifelong gamers ourselves, we highly value the opinion of our players. Our goal is to build a game that you want to play.

We want to hear from you. Jump into our Discord, reach out on Twitter, or send us an email. We want to know what you like and what you don't like. We are listening.”

Approximately how long will this game be in Early Access?

“We plan on remaining in Early Access till late 2019. The majority of the game is completed already, however we really feel we will benefit from larger scale player testing and feedback.”

How is the full version planned to differ from the Early Access version?

“The full version will be highly optimized, end game content, better graphics and character models. Lots of polish is incoming, in addition to reacting to community and player feedback to make sure playing the game is a great experience for everyone. Placeholder graphics will be replaced.”

What is the current state of the Early Access version?

“All of the major game systems and mechanics are finished and in the game right now and optimized decently. The focus of our current development is additional content, such as a larger variety of abilities with more complex mechanics, more bosses and goals for team play, equipment set bonus, etc.”

Will the game be priced differently during and after Early Access?

“Yes. We plan on gradually increasing the price at release.”

How are you planning on involving the Community in your development process?

“We have several ways to engage with our community. Our Discord server, twitter, and email are always open. Feedback is very much appreciated and taken into serious consideration. We've already benefited greatly from our community and their feedback and look forward to hearing what other players think about the game and where they would like to see it go.”

Buy Bloodlines of Prima

May 14

A new update is upon us! Bloodlines of Prima is on sale for $1.99 and a new trailer has been posted. Here is how you can help:

Keep in mind that PvP is encouraged and allowed anywhere. Elementals near spawn points are non-hostile until engaged. The enemies towards the middle of the map are hostile, stronger and drop better loot. Remember to transmute items for survival and also to upgrade your gear. Bloodlines and bank items are permanent, everything else is dropped upon player death.

We will be putting Bloodlines of Prima on sale for 90% off to drastically increase our player base! Since we’ve been in early access, we haven’t really advertised at all. Now that the game is stable and the underlying systems are working well, we are focusing on getting players into the game. We are ready for feedback on current systems as well as:

Server Events: Main focus of server progression

Raid Zones: Size, rewards, reset times

Trading Economy: How detailed should we get?

Player housing: Buy in the city or build in the world?

Player Hosted Servers

A huge aspect of this game is the fact that players can host their own servers and have it show up on the server list for other players to join. There are plenty of variables that can be changed to influence how the player hosted server functions. We are working on a very detailed post that will explain how to get a server up and running, also expanding on the options you can change and what effects it will have on the server.

Web Demo

We have a WebGL demo available for anyone who wants to try it out. There will be a more detailed post about it coming soon, but for now you can try it out here.

Lore

Expanding on the game lore and implementing it into the game for the players to piece together has been a focus since the beginning. The backstory for this game is extensive. We are in the process of writing up lore pages to explain just enough story to the player so they can understand what the goals of the game are.

February 26

Biggest update so far. Only major system lacking is server events, while minor systems around solo questing can easily be fitted with the new focus. Next patch will be 0.9.1 and ever closer to our future release goal of 1.0.0 leaving early access.

Game Responsiveness

Between player ability and movement, all the aspects of the Enemy AI systems, and the new network backend, there was some tightening of screws to be had. The maintenance almost got out of hand but clearly the results are worth it. Switching to Mirror over Unet for networking had amazing improvements for the game.

Ability Responsiveness- I min/maxed the ability loop to prioritize firing off Cmds to the server as soon as possible. For instant attacks ( long range sniper type) the change is amazing. In the end all abilities should feel snappier after pressing the button

Network Movement Synchronization- With the change to Mirror networking we are able to implement better sync between entities. Interpolation has been added and looks buttery compared to the old looks. We will continue to adjust settings associated with sync.

Enemy Systems Rework- They hardly functioned before, couldn't be debuffed and very error prone. Now we can adjust enemy behaviour easily on our end (also for future modders I assume) and this has opened the way for procedural enemy patterns or machine learning rather easily. Enemies now respond rather well when you aggro them, take buffs and debuffs, and provide an overall more responsive fight.

Overall the quality of life should be substantial improved. We have more work we can put in, but for now we should be able to focus on creating fun challenging content for the game rather then continually troubleshootings oddities from our basic systems. That almost always went back to Unet's fault anyways

World Building

While we had a nice base for a world before this patch, but we really went ham this time. Floating cities, 4k textures, and nostalgia inducing music are just the surface of current adjustments and additions.

Suzerain- A floating city that serves as the main player hub. The Suzerain is in the hands of an appointed Watcher. Maintaining peace and balance between the native elementals and keeping the engines of Prima in balance, the Suzerain is the quintessential brain of Prima.

Frozen Outpost- Reach the outpost by connecting a water missle with the portal at the Suzerain. Once you arrive help secure the area and do what must be done to serve out your duty as a Bloodline. Simple friendly mobs surround the city with progressively dangerous threats on the outer fringe.

Music- We will work on a more informative post, but for the record we are looking to use nostalgic invoking music. Nostalgic for time with 40 mans and epic epics. Some has been found and applied.

Textures- Everywhere possible we are tweaking materials with 4k textures and appropriate shader information. We are trying to balance the game with no main light source, no sun, as we are just a space prison hurtling across the cosmos.

Patch 0.9.1 will introduce a dynamic ziggurat and server quest for players. The changes this patch should facilitate the coming additions nicely. Overall everything fits neatly into the bigger story of Prima. Pages that highlight these story elements will be appearing soon.[/list]

Core Gameplay

Essential changes have taken place. We doubled health, thirst, and hunger max values. Adjusted ability cooldown, energy cost and damage to make all abilities competitive. Drop rate for Uncommon or better items was gutted, like have fun getting an uncommon outside of a group or harvesting. Tooltips show icons now for quicker understanding of what the player is moused over. Oh, we also added targeted abilities to boot.

Drop Rate Adjustment- Drops from enemies, especially Class B or worse, have had a nerf to drops. Class D can only drop common items. This will lead to more transmutation use and essence collecting.

Starting Stat Adjustment- You are not a noob, you have full gear. You are not naked and your a half way to level cap kind of toon. We doubled some stats to make things feel like mid game. Get to raiding sooner then later right?

Ability Adjustment- We adjusted everything. Its balanced now. Is it perfect? No, but its a pass at least. Lobs still need some reworking but everything should be pretty bug free for some broad testing this patch.

Tooltip Adjustment- You can see what ability a ring has easier now. This is nice when you can manage to have a few different rings you swap out. The visual feedback just makes looking at the tooltips feel more rewarding even!

Targeted Abilities- Ok so this is the bread and butter of the DoT and HoT play styles. For up to 3 seconds after you last targeted you may use a targeted ability on the target. This pretty much allows guaranteed connection of effects. Very nice for taunts, heals and cc!

Now the fun begins...

This was huge, nothing will be this big again. We had some backlog to take care of thanks for Unet failing us so hard. We couldn't get more then a few players on a server at a time. Now we should be able to handle hundreds now. Several bugs and problems we had to code around are gone now.Now for patch 0.9.1 and introducing the dungeon Mymosa has been working on. Should provide hours of content after its said and done. The next patch will have the server quest system live as well. Server progression really is coming into focus.

Hopefully we can reach 1000 ccu soon! To make this possible we will be giving out steam keys in all of our social media channels till we reach this goal. Thanks for all you support so far, so check out our live streams on Youtube, Twitch, Mixer or Dlive!

About This Game

Bloodlines of Prima is a FPS RPG set in a cosmic prison with elemental abilities and server wide progression. Player hosted and Official servers allow for many different types of PvP and PvE play with up to 200 players. Help us build the best game possible, host a server and give us feedback!

Starting as a mere pleb, players help maintain the prison, gather amazing tools, and forge their own destiny. Rended from your planet by Prima's will, your role is to now maintain peace between the Elemental warlords while keeping the Old One sealed inside Prima's dark core.

We simply hope to invoke the feelings and gameplay of Halo 2, Classic World of Warcraft, Rust and DayZ. Set in a dark fantasy survival world with at least 200 players per server. It's been a tricky game to explain. Hopefully we can make something we all enjoy playing, PvE or PvP fans!

Don't hesitate to find our Discord and talk to the team or leave feedback anywhere you find us.

Also we have a WebGL version of the game with gutted graphics you can try.

Abilities come in many shapes and sizes, 8 different major types of abilities to be exact. Each ability will interact with each other, any organic creatures and all the technology of Prima. The backbone of Prima relies on this elemental energy, and amazing abilities are strewn about in the most secret parts of its workings. You have full control over the abilities that come with the 4 ring slots of your person. No restrictions on your creativity, be a HoT tossing debuffer or an energy restoring speed buffing ninja. Or you could stack strength gear, dmg reductions and high aggro generation to be a classic tank.

There are dungeons scattered throughout the world and more are in development. Dungeons are not instanced and have no limit on the number of players that can be inside at any time. Some dungeons can be cleared with a small group of players, but others are much more difficult and require a large raid group. We hope with the player feedback we can really focus in on what makes large guild raiding fun.

There are always goals that every player on the server can work towards at any given time. Whether its collecting materials, completing quests or defeating a giant world boss, there are always goals for everyone to cooperate together and achieve. Again we hope with the player feedback we can really focus in on what makes large guild raiding fun and really help quest work with this. Legendary questline anyone?

Gain experience from killing enemies, harvesting items, completing quests, clearing dungeons and transmuting items. Once you gain enough experience your Bloodline level increases, which gives you a point to spend. You never lose your points, they are permanent. Even if you die and lose your current character, you respawn still benefiting from the points you've already invested.

The transmute system allows you to create a new item by simply combining two existing items. Every item in the game can be transmuted, and we have hundreds so far. You can also create consumable items, upgrade gear, fuse new abilities to rings, create keys for raids, and much much more! from items that you loot from enemies or collect in the environment.

Place any two items in the Materia and Animus slots, hover over the fuse button to preview the result of the transmutation. The possibilities are endless.

Every attribute point matters. There are no throwaway stats. If you get a gear upgrade, you will notice a difference immediately.They help combat and the survival aspects of the game.

The effects system pushes many debuffs and buffs pertaining to attribute points. Managing such effects will be central to many encounters in Prima. Use abilities and items to clear and gain effects.